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Tribes of Aeden Aqueous

The lakelands of Aeden Aqueous have the least number of tribes of any of the major continents of the New Lands. Almost every region is home to only one tribe, who thus have their region all to themselves. This keeps the politics mostly simple, and the Tryker federation has few enemy tribes to deal with. The Slavers and the Lagoon Brothers still give them trouble however, preying on Tryker in the regions that connect the lakelands to the other continents. The safer regions are home to the Corsairs and the Silt Sculptors, tribes of Tryker that remain close allies to the federation. And in the corners of Aeden Aqueous reside a few peaceful tribes who are tolerated by the Tryker government and prefer to be left alone; the Smugglers, the Beachcombers, and the tribe of intelligent Cutes known as the Cuzans.

Tribes of the Burning Desert

The Burning Desert is relatively sparsely populated with tribes. Except for the Scorched Corridor, each region only has one tribe settled in it, thus most tribes have complete hegemony over their region. The nature of these tribes depends on how far you are from Pyr. In the regions surrounding the Fyros capital the tribes are peaceful and either staunch or at least uneasy allies of the Fyros. The Leviers, Water Breakers, Frahar Hunters, Barkers, and Watchers will all offer their camps as sanctuaries to most travellers. Further out into the desert however, settle the tribes that are outright hostile to the Fyros empire. The Dune Riders and the Renegades are Fyros outcasts that will attack fellow Fyros on sight, while the Lawless and the Scorchers are little better than common bandits and attack any homins regardless of race. In the furthest corner of the Desert, the intelligent Frahar tribe known as the Fraiders tries to carve out a peaceful co-existence with homins amongst the savagery.

Tribes of the Verdant Heights

The Verdant Heights are a hotbed of tribe activity and conflict. Beneath the trees of the forests you'll find more tribes than on any other continent in the New Lands, and also more tribal hostility than anywhere else. The Matis government has to manage a constant carefully balanced political game to keep all the hostile tribes at bay, but luckily for them they also have several allied tribes assisting them in this matter. Though the region containing the Matis cities is safe and only populated by the peaceful Green Seed, enemy tribes await the Matis right over the region borders in either direction.

The southern Verdant Heights, while not so directly in conflict, are still home to various dangerous tribes, most of whom oppose the Matis. The Siblings of the Weeds only oppose them peacefully, but the Sacred Sap, the Ecowarriors and The Slash and Burn are all known to attack Matis on sight. The only tribe allied to the Matis, the Darkening Sap in the far southeastern corner of the Verdant Heights, are dangerous fanatics who are known to attack non-Matis instead.

Tribes of the Witherings

The Witherings have a moderate population of tribes. Most regions of the jungle are home to two tribes having to share the region, but unlike in the Verdant Heights, most of these tribes manage to indeed share the region peacefully, and none of these tribes are directly at war with eachother. There is still a stark contrast between the central region and the outlying regions though. The central regions are home to the Icon Worshippers, Hamazans of the Dead Seed, Shadow Runners, Tutors and the Company of the Eternal Tree. Tribes that, although greatly varying in their goals and means, at least all follow the Kami and are on speaking terms with the Zoraï . The outlying regions however, harbor mostly tribes who follow the Karavan, many of which also study the Goo. The Antikamis, Goo Heads, Black Circle and Master of the Goo are all made up of sinister fanatics who are outright hostile to the Zoraï nation, and indeed no other government has to fend off so many dangerous tribes as the Zoraï one. Lastly, the intelligent Gibbaï of the Gibads tribe also hide deep in the jungle, living there peacefully unless provoked.

Tribes of Nexus

Nexus, the high forested plateau at the center of the New Lands, is also the heart of the factional conflict between the homin followers of the Higher Powers. The Karavan loyalists of The Kuild and the Kami loyalists of the Company of the Eternal Tree, the two tribes most favored by their respective Higher Powers, have established camps on opposite sides of Destiny's End and vie for control of the resource-rich region. It is perhaps an uneven struggle, as The Kuild also has to contend with the Recoverers, a tribe of Zoraï Kami-worshippers who have also set up camp in the region.

Tribes of the Prime Roots

Even the dangerous underground halls of the Prime Roots are inhabited by numerous tribes, though you'll not find more than one per region. A tribe would have to have a very good reason indeed to want to settle in this remote place, and most that do either want to get away from all civilisation, or have something specific to look for down there. Whichever it is, there are some tribes in the Prime Roots that don't want surface dwellers meddling in their affairs, so most homins would do best to avoid the camps of the Cholorogoos, Sap Gleaners or Cockroaches. Fortunately most tribes do still welcome visitors, and the camps of the Night Turners, Kitin Gatherers, Keepers and Firebrands make welcome sanctuaries in their respective parts of the Prime Roots. And a few tribes, like the Pyromancers and the Root Tappers, even still manage to uphold alliances with some of the surface nations while living down under.